
Game intel
No Tithe for Olaf
A grimly humorous single-player tower defense roguelite set in 17th-century Norway. Defend your farm from the King’s tax collectors, build bizarre towers, and…
No Tithe for Olaf caught my attention because I’ve played a lot of tower defense roguelites that blur together-Rogue Tower’s path chaos, Bad North’s minimalist island scrambles, Dungeon of the Endless’ resource juggling. Ancient Well Entertainment’s pitch is familiar on paper, but the angle-defending 17th-century Norwegian farms from the King’s tax collectors with weird towers like Lambasting Crones and suspiciously friendly Taverns-has teeth. The team is a Norway/Sweden indie outfit that also plays in a folk rock band, which is either a red flag for gimmickry or the secret sauce for a game with actual personality. I’m leaning toward the latter, with some healthy skepticism.
Ancient Well’s elevator pitch: single-player tower defense roguelite, procedural maps, 12 strange towers, 15+ taxman enemy types, and a streamlined economy where you spend Produce to build, staff with Rebels, and invest Farmer’s Wit to upgrade. That triad is interesting. Staffing towers implies you’re not just placing structures—you’re assigning human resources, potentially creating tense choices between expanding your kill zone and reinforcing the chokepoints that keep you alive. If they stick the landing, it’s the kind of system that rewards planning without drowning you in currencies.
The developers call out “Royal Whims,” modifiers tied to the King’s New Year’s speech that shake up each run. Think mutators: new taxes, rules tweaks, edge-case chaos. Done right, these prevent one meta build from dominating. Done wrong, they turn runs into coin flips. I like that the team is already framing these as the variety engine—clearer than the usual “tons of variety!” boilerplate.
That 12-tower figure initially sounds small, but I’d rather have a curated arsenal with meaningful addons and ultimate upgrades than 40 forgettable variants. The tower names—Manure Carts, Lambasting Crones, Taverns—suggest specific roles: area denial, debuffs, maybe lure mechanics. If Taverns charm or stall taxmen, that’s instantly more thematic than another generic arrow tower. The win condition here is synergy: making wildly different pieces feel indispensable across different map seeds and enemy lineups.

We’ve had a mini-renaissance of experimental TD in the last few years. Rogue Tower chased emergent chaos from expanding paths, Bad North leaned into micro on small islands, and games like The Riftbreaker and They Are Billions blended base-building with wave defense. No Tithe for Olaf sits closer to Rogue Tower in spirit—procedural paths that force improvisation—while borrowing Bad North’s historical minimalism and Kingdom Two Crowns’ satirical take on monarchy and money. That’s a potent combo if the procedural generation doesn’t produce unwinnable layouts or degenerate choke spam.
The tone also matters. A lot of “quirky” indies slap a joke on top of standard mechanics. Here, the premise drives the design: taxmen as enemies with “strategies for claiming the King’s tithe” reads like armored auditors with different counters. Humor lands best when it’s embedded in mechanics—when your Tavern literally bribes enemies, or a Crone’s shout applies a stacking debuff that feels like a scolding from your aunt at Christmas. If Olaf can make you laugh because the systems are funny, not just the flavor text, that’s memorable.
The studio’s roots in a folk rock band immediately set expectations for a strong audio identity. Tower defense lives and dies by feedback—crunchy cues for hits, clear tells for elite enemies, and music that ramps cleanly as waves intensify. A Nordic folk/metal palette could give Olaf the texture other TDs lack. But audio stardom won’t save weak pacing. Runs need a satisfying arc: early tension, mid-run forked choices, and an endgame that tests your build without feeling like a spreadsheet exam.
My bigger concern is meta progression. The pitch promises upgrades that persist “from rebellion to rebellion.” That’s a fine carrot, but it risks turning early runs into mandatory grind until your numbers are high enough. Vampire Survivors and Brotato get away with it by being breezy; TDs are slower burns. A generous early power curve, or modes that disable meta for fair-challenge purists, would go a long way.

Platforms: PC via Steam (wishlisting is live). Release date and price aren’t listed yet, which suggests the team’s still shaping balance and content. There’s an announcement trailer out if you want the vibe check. I’ll be watching for a public demo—Steam Next Fest would be the smart play—because TD lives on feel: placement clarity, readable enemy telegraphs, and controls that let you pause, queue builds, and tweak game speed without menu diving.
Wishlist if the setting and systems speak to you, but set expectations: 12 towers and 15+ enemy types is a modest starting lineup. That can absolutely work if the addons and “Royal Whims” massively remix interactions. The litmus test will be whether a Manure Cart + Tavern + Crone combo feels wildly different under different taxes and path seeds—or if you discover one safe build and never look back.
No Tithe for Olaf aims for a rare sweet spot: mechanically crunchy tower defense with a historical-satire soul. The procedural paths, three-resource economy, and offbeat towers give it a real shot. If Ancient Well nails balance and keeps the meta grind in check, tax season might actually be something to look forward to.
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